Arena involves many pillars above a large pit. The pillars are big enough for 1 pokemon to stand on. This makes physical attacks and attacks like EQ harder to pull. If a pokemon falls it will take 5 damage and then be pulled back up automatically.

Sand Stream: When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities. (Inate)

Sand Force (DW): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. (Inate)

Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Stats: 30/40/35/80/40/90

HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: *(-)
Spe: 90

EC: 0/9MC: 0DC: 0/5

Abilities:

Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. (Innate)

Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). (Innate)

Quiet: Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks

Type: Psychic

Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats: 45/30/40/105/50/20

HP: 90
Atk: **
Def: **
SpA: *****(+)
SpD: **
Spe: 17(-)

EC: 0/9MC: 0DC: 0/5

Abilities:

Overcoat: This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Innate)

Magic Guard: This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. (Innate)

Regeneration (DW): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. (Innate)

Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. (Inate)

Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats:

60/40/55/65/50/50

HP: 100
Atk: **
Def: ***
SpA: ***
SpD: **
Spe: 42

EC: 2/9MC: 0DC: 1/5

Abilities:

Leaf Guard: In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. (Innate)

Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats: 38/41/40/50/60/65

HP: 90
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 65

EC: 0/6MC: 0DC: 0/5

Abilities:

Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Inate)

Drought (DW): When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Uhh yeah. This is triples, so I'm going to take the liberty of sending out all the Pokemon at once!
As the trainers toss out their Pokeballs, Shiny Snivy releases a Solosis, Rebble, and Hippopotas! Muddy calls forth a massive sandstorm right off the bat, which bites at the combatants and swirls around the arena.

Ignoring the blistering sandstorm raging across the pillars and weathering them, Casper opens the battle by firing off a ball of mysterious energy which strikes Shiny Snivy's Solosis solidly. However, his Rebble seeks to avenge the damage by summmoning an Ancientpower to blast the lovely Vulpix sitting on a nearby pillar. She takes the blow and retaliates by Disabling it, blocking his recollections of how to use it. Fire Blast's Embirch shoots a collection of seeds at the hippo lying on a distant pillar, but unfortunatly, the attack misses. Hippopotas, enraged that everyone seems to be targeting him, swears violently and in his rage increases his stats. Finishing off the round, Solosis warps the entire world in a Trick Room.

Suddenly the fastest, Blobber takes advantage of this by shooting a ray of light at Haunter, confusing him. The sand hippo is also among the first to move, this time biting down on Casper, who is fortunately on a near platform. Finally Fire Blast's Pokemon get a chance to shine, as Embirch drains some of Rebble's health with a Giga Drain. His Vulpix follows up by shooting nature energy in a ball at the hippo, who is being completely ganged-up on. Rebble doesn't know what to do, and kinda wonders what his trainer had asked him to do. Oh well. It's okay though, because the Haunter on the opposite side is too confused to do anything and just hits himself. Good work, Casper!

Blobber starts off the action by attempting to Disable an attack that hasn't happened yet. Whoops! His partner the hippo makes up for it by Yawning with his huge mouth at the ghost, bringing a wave of tiredness into the arena. Blast's pokemon finally start their work as Flarelm tries to plant seeds on the yawning sand creature, but unbelievably, it misses again! Helen uses a Dark Pulse on Blobber to further confuse and damage him, and it's working. Paleo shoots his namesake at Vulpix, damaging it, but once again Casper is to confused to retaliate properly.

Again, Solisis tries to do something that can't happen yet! A shame, but oh well. Muddy does his best as he creates a Rock Slide across all three of his opponents, damaging them all! A Giga Drain from Flarelm is reminiscent of last round, and Helen uses another Energy Ball as well. Another Paleo Wave emanates from Paleo, this time at Flarelm, and Haunter fires a strong Shadow Ball at Solosis.

Round 3: Not Quite as much of a Mutual Knockout as I originally thought.

Beginning the round with a tricky move, Blobber disables (6 energy) Embirch's Giga Drain since it had been used within the last three actions. Muddy, meanwhile, is annoyed with his opponents and unleashes a Rock Slide (6 energy) on all three opponents, doing respectable damage! From there, Embirch tries to use Giga Drain but it's been disabled! That's not good for his team at all folks. Meanwhile, Vulpix fires off an Energy Ball (6 energy) at Rebble. As for Paleo, he shoots off a nasty Paleo Wave (7 energy) at Embirch dealing some serious damage. Casper takes aim and launches a Shadow Ball (6 energy) at Blobber.

After this first volley of attacks everyone is a little worse for the wear. Still, that doesn't stop Blobber from firing off a Psychic (7 energy) which does some good damage and actually seems to make Embirch a little less able to defend himself from mental attacks! Muddy, knowing it was doing good before, launches another rock slide (6 energy) doing damage across the board. Not willing to give up, however, Embirch uses a nasty Seed Bomb aimed at Rebble, leaving him on the verge of unconsciousness! Helen, wanting to do her part, aims a Dark Pulse (6 energy) at Blobber, leaving Blobber nearly knocked out! Infuriated by the loss of his teammate, Paleo launches another devastating Paleo Wave (7 energy), which in turn almost defeats Embirch. To close out the round, Casper finishes the job on Blobber with a painful Shadow Ball (7 energy).

HP: 18 | 10 | 48
Energy: 64 | 52 | 76
Other: N/A | SpD -1 | N/A

VS!

HP: KO | 6 | 72
Energy: KO | 65 | 68
Other: KO | N/A | N/A

Trick Room 2 more rounds

Note: Obviously, I'm taking over for Venser from here.

Also, sorry for this not being exactly the best prose, I'm kind of tired.